﻿Shader "Masked/Mask" {
    SubShader {
        // Render the mask after regular geometry, but before masked geometry and
        // transparent things.
        Tags {"Queue" = "Geometry+10" }
        // Don't draw in the RGBA channels; just the depth buffer
        ColorMask 0
        ZWrite On
        // Do nothing specific in the pass:
        Pass {}
    }
}